Newsgroups: alt.games.whitewolf
From: [d--r--e] at [efn.org] (Deird'Re Brooks)
Subject: WoD FAQ (Prepare for some serious Bandwidth (80k))
Date: Tue, 24 May 1994 07:10:49 GMT

                        World of Darkness
                   Frequently Asked Questions

                               Or

           Nearly Everything You Wanted To Know About
                      The World of Darkness

                               By
           Nearly everyone on the vampire-l and mage-l
                     lists - their comments
             find their way into random places here
           I'm too lazy to list all their names, but
            contributions are credited when and where
                           they occur

                           Compiled by
                        Deird'Re Brooks,
                           FAQ Drudge

     This FAQ is divided into 10 sections and 5 files with a
section covering each of the following topics:

Part 1:
I.        Administration of the Mailing List

Part 2:
II.       The Storyteller games and the World of Darkness
III.      The Camarilla Vampire Fan Association
IV.       Cosmology

Part 3:
V.        Crossing between Games
VI.       Clans, Bloodlines, Tribes, Traditions
VII.      General Background Questions

Part 4:
VIII.     Product List for Storyteller
IX.       Errata, Rules Questions

Part 5:
X.        Ideas for Atmosphere - Music, Lighting, etc

Direct any additions, clarifications, complaints, flames,
suggestions or questions to:

                         [d--r--e] at [efn.org]
                       or if that bounces:
             deirdre%[efn org] at [skinner.cs.uoregon.edu]

Trademarks:  R. Talsorian Games, Night City and Cyberpunk
2.0.2.0. are Trademarks of R. Talsorian Games. 
Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The
Ascension, Kindred, Garou, Quintessence, Golconda, all Clans,
Bloodlines, Tribes, Traditions, Disciplines, Gifts, Spheres,
Paradox, White Wolf, White Wolf Magazine, White Wolf Game Studio,
White Wolf Public Relations, World of Darkness, Wraith,
Changeling, Umbra, Gaia, the Triat, Weaver, Wyld, Wyrm, Gnosis,
Paths of Enlightenment, Abominations, Samuel Haight, Gaia, The
Camarilla, the Technocracy, Nephandi, Marauders, all Conventions
and anything else I forgot that is mentioned in this FAQ are
Trademarks of White Wolf Game Studio.

     Any resemblances between people living or dead and
characters mentioned in this FAQ are purely coincidental, except
for the section on historical people turned vampire. 

Note:  In the cases of rules, background and other
interpretational questions, they are the opinions of various
people on the list, myself included, unless stated to be a
proclamation of White Wolf Game Studio.


I.  Administration of the Mailing List
--------------------------------------
What mailing lists relate to the World of Darkness?

     There are four mailing lists that relate to the world of
Darkness:  Vampire-l, Werewolf-l, Mage-l, and Camarilla-l.

What are the list addresses?

     [vampire l] at [wizards.com]
     [werewolf l] at [wizards.com]
     [mage l] at [wizards.com]
     [camarilla l] at [wizards.com]

How do I subscribe to the list?

     Send e-mail to [l--ts--v] at [wizards.com], with a blank subject
line.
     Text should be: sub <name of list> <your name>

     You do not need to use your address for your name.  The list
server software can obtain that from your headers.  The name is
simply how you'll be listed as in the list of subscribers.

How do I unsubscribe from the list?

     Again, send a message to [l--ts--v] at [wizards.com] with a blank
subject.
     Text should be: unsub <listname>

     Name is not important for the reasons given above.

     I have been told by some few that unsign vampire-l works
also.


     There are a few commands used to affect the way you receive
your messages.  These are ACK, DIGEST, and POSTPONE.

ACK       This sets the list from DIGEST or POSTPONE to normal
          messages.  You receive each message individually from
          the server.

DIGEST    If the number of messages per day is simply staggering,
          use of this command will enable you to receive your
          messages in one large (30-50k) file per day.  If volume
          is especially high, there may be two or more digests in
          a day.

POSTPONE  This allows you to set your subscription to stop
          incoming mail from the server without unsubscribing.

     The format for these commands is to send a message to
[l--ts--v] at [wizards.com] with no subject line.  The text format
should be as follows:

     set <listname> mail <command>

alt.games.whitewolf, alt.virtual-adepts, alt.religion.kibology

     Alt.games.whitewolf is a newsgroup specifically for
<naturally> White Wolf games.  There is a sufficiency of traffic
in this newsgroup to keep it interesting.
     Alt.virtual-adepts isn't _precisely_ a White Wolf area. 
It's simply an informal newsgroup for the Virtual Adepts out
there.
     Alt.religion.kibology has nothing to do with White Wolf
Games.  You see, despite what you read in Certain Supplements,
it's real.  :)

FTP Sites for Storyteller Information:

     There are currently two sites:  soda.berkeley.edu, in
/pub/storyteller.  The other is at io.com, in
/pub/usr/ebartley/Storyteller.

FTP just has a few simple commands: 'cd' to change directory,
'ls' to list the current directory, 'get' to get a file.

These are the archives of the VAMPIRE on soda.  Send any
questions to

     [a--p--l] at [erzo.berkeley.edu.]

Contents:

archives          ; a compilation of everything posted to the
                  ; VAMPIRE list
bynight           ; includes Paris By Night, a campaign setting
                  ; for WoD
camarilla         ; information on The Camarilla
character-sheets  ; character sheets for VAMPIRE
fiction           ; logs of chronicles written by people on the
                  ; list
mage              ; some fun items for MAGEs in the WoD
pictures          ; scans from the VAMPIRE and MAGE books
probabilities     ; postscript plots for the dice of VAMPIRE
programs          ; includes a filemaker pro db for VAMPIRE
rules             ; Anne Rice and Highlanger rule variants for
                  ; vampire
uploads           ; where to put the stuff you upload to this
                  ; site
                  ; be sure to let me know when you do so
vampire           ; clans and other info specific to VAMPIRE
werewolf          ; tribes and other info specific to VAMPIRE

Note that the majority of the files are in compressed format
(denoted by a .Z at the end of the filename).  You should make
sure that you type 'binary' at your FTP prompt before downloading
any of these files.  Once you have downloaded the file, you
should be able to type 'uncompress filename.Z' on your local
system.  If you do not have access to uncompress, you can type:

        get filename

rather than:

        get filename.Z

at the FTP prompt to have soda automagically uncompress the file
for you.

<Another note:  There is another archive at the University of
Washington, but I don't have the info.  If some kind soul could
send it . . .>

Some advice on how to deal with high mail volume on the mailing
lists:

(1)  The only one that a beleagered recipient can do on his own,
     mail listserv with 'set vampire-l mail digest' to get digest
     format.

(2)  Please, people, don't send unsubscription directions to the
     list as a separate post.  Include them in a .sig or somesuch
     if you think it will help (I'm giving it a try), and send
     mail to the twit directly (preferably LENGTHY mail. :-/  )

(3)  Please, *please*, everyone remember to send all
     administration requests to [L--TS--V] at [wizards.com.]  If that
     fails, you can reach a human at [P--MA--R] at [wizards.com.]

<FAQ Drudge note:  You can also reach the Network Secretary if
you have problems.  That is [n--ts--c] at [wizards.com]>

(4)  People have asked us to preface the messages with VAMP,
     WERE, or MAGE.  I suggest META for discussing the list
     itself, VAMP, WERE and MAGE (and maybe MUMMY) for discussing
     the appropriate systems, VAMPWERE, etc. for crossovers, WoD
     for general background material, and RULES for general rules
     material.

(5)  PLease remember that 'reply' sends to the the list as a
     whole, and send e-mail personal mail to directly to the
     'from' address.  And if a few of the more frequent posters
     would be so kind as to include something like this .sig at
     the end of their letters....

 5a: At least until the volume's settled down, ask yourself if
     the letter you're about to send needs to go to the list;
     will personal mail to the sender do?

 5b: Everyone, please include your e-mail address at the end of
     your letters.

     If we work together, I think we can reduce the volume, in
spite of the broken reply function and the twits who send their
administrivia here instead of the listserver.

Netiquette
----------

     If you're going to post something about the cool new
supplement/story/what-have-you for Vampire or whatever, and
you're going to reveal information that should not be common
knowledge, pleasePLEASE put the word SPOILER: in your heading. 
For example: 

Subject: SPOILER: Clanbook Tremere and vis

-----
Questions:

Something cool was posted to the list, and I want to get it.
What do I do?

     First thing, you can generally find the files at
soda.berkeley.edu archives as mentioned somewhere else in this
FAQ.  If you _do not_ have FTP access of _any_ sort, send e-mail
to incessant archivers.  One of us may have the item you're
looking for, and it will save the list recurrent spates of "Could
someone re-post <insert name of clan/tradition/new rule variant>?
I missed it and would love to see it."

Correction:  Soda.berkeley.edu is no longer carrying ST stuff.  So don't 
worry about them no more.

II.  The Storyteller games and the World of Darkness
----------------------------------------------------

What is the Storyteller System?

     It is a series of Role Playing Games that stresses role
playing over rule playing, character and plot development over
dice rolling.  There are 3 published games using the system, and
two more in the works.  There is also an adaptation of Street
Fighter II that will be published this summer.  It's intended for
the younger set and will not be covered in this FAQ.

What is the World of Darkness?

     It is the Gothic-Punk world that is a twisted, dark
reflection of our own.  Every problem we have now is a little
worse there.  As it says in Vampire: The Masquerade, 2nd Edition:

     "The world of Vampire is not our world - at least not quite.
It is a Gothic-Punk vision of our world, a place of extremes -
monolithic, majestic and altogether twisted.  The government is
corrupt, the culture is bankrupt, and the decadent mortals revel
in the flames of the final days.  It is a world where the forces
of evil and entropy are even more powerful than they are in our
world.  It is a world of darkness."

A brief description of the Storyteller Games:

Vampire, A Storytelling Game of Personal Horror -
"Oh my God I'm a Monster!"

     In Vampire, you are a bloodsucking creature of the night.
You are forced to `live' with the fact that to survive you must
drink the blood of others.  You must not give in to the Beast
which lives within you, for if you do, your soul is that much
closer to insanity and bestiality.  But to avoid giving in fully,
you must give in a little at a time.  Such is the Riddle of
Kindred unlife: "A Beast I am, lest a Beast I become."
     You cannot tell the canaille - the mortals - of your kind,
for they would band together and destroy you and yours.
     There are other ways, however.  You can join the Sabbat, who
follow Paths of Enlightenment which allows them to give in to
their Beast without losing their minds.  Or you can follow the
long, treacherous road to Golconda, which balances the Beast with
your humanity.
     On top of all this, the other Kindred are engaged in an
eternal war of intrigue, deception, and sometimes even outright
conflict.  This is the Jyhad, and nearly all Kindred, except the
enigmatic Inconnu, are involved.  Some as manipulators, some as
pawns.  Many are both, unfortunately.
     But all this scheming and manipulating will be at an end
soon for the Gehenna is near, when the Antediluvian founders of
the Clans arise to slake their thirst with the only blood they
find nutritious - Kindred Vitae.

Werewolf, A Storytelling Game of Savage Horror -
"Oh my God, I'm a Monster, and Gaia is dying!"

     In Werewolf, you are a Garou, one of the Changing Breed.
You are Gaia's immune system, trying to fight off the diabolical
and corrupting influence of the Wyrm before it brings creation to
a stagnant, corrupt Apocalypse.  Many will die in the fight, and
even the fight itself seems hopeless, but you must continue to
Rage, to fight the Wyrm's minions, or the Apocalypse will be far
worse than you can imagine.
     The armies of the Wyrm are legion.  As if they were not
enough, part of the reason for the ascendance of the Wyrm, the
cities, spawned by the Weaver and built by humans, are still
expanding, the choking pollution spreading outward like pus from
an infected wound.
     There are many puppets of the Wyrm to fight - the Vampires
who are at least partly responsible for the cities.  There is
Pentex, that unimaginably huge corporation dedicated to raping
Gaia until she has nothing left to give.
     You do not have as much to fear about the Homids discovering
you, though.  Your presence is protected by the Veil, which sends
them running away in fear, leaves them frozen in panic and causes
them to forget they saw you.  But the reasons for this is one of
the monumental crimes of Garou history - the Impergium.  For a
time, the Garou limited human population by violence, thus
causing humans to group together in cities for strength.  In
fact, the Impergium caused humans to continue grouping in ever
larger numbers, building more and larger cities, allowing the
Weaver to gain more strength.
     Eventually the Wyrm could not balance the Weaver's
constructs and was woven into the pattern web,eventually losing
its sanity.
     Now the Wyrm is helping the Weaver destroy the Wyld.  You
are the defenders of the Wyld, the protectors of Gaia.  You must
do all you can to stop or forestall the Apocalypse, both in the
physical world most people believe is the sum of reality, and the
Tellurian, the spirit plane also known as the Umbra.

Mage, The Storytelling Game of Modern Magic
"Don't let the _other_ guy Immanentize the Eschaton."

     In Mage, you are one of the Awakened, a person who can alter
reality with but a thought, and probably a wave of your
wand/sword/ohmmeter.  You are a member of one of the Traditions
dedicated to gaining Ascension, either for yourself, your
Tradition, or even all of Humanity.  Yes, you can throw fireballs
and lightning bolts as the Mages of Legend have done, but the
forces of Paradox keep you from doing it often, if at all.
Paradox is what keeps reality in line with what the Sleepers
believe it is, and most Sleepers do not possess an active belief
in Magick.  So you must often disguise your Magick in ways that
can be explained away, thus Static or Coincidental Magick, which
rarely attracts Paradox.  Another reason for this is the
Technocracy.
     The Technocracy and its Conventions have, over the last
several centuries, enforced the dogmatic scientific viewpoint
upon reality, thus causing the Paradigm to shift from the Mythic
Age of Medieval times to the Scientific Age that exists now.
They fear that which comes from the Umbra and wish to block the
Spirit Plane from the physical world.  Their form of Ascension
brings everyone to an equal level, whether it be mediocre or
otherwise.  The Technocracy has also enforced a Pogrom against
the Traditions to prevent interference from them.
     There are also the chaotic Marauders who desire a return to
the Mythic Age, without regard to the consequences.  And the
Nephandi, who wish to achieve Ascension via Infernal means.
Along with the Conventions, these groups are the Traditions'
greatest foes.

Wraith: the Oblivion, The Storytelling Game of Death and
Damnation -
"Oh my God, I'm dead!"

     This installment is scheduled for release August, 1994.
     It seems that this one will be about playing the spirits of
the dead who are trapped in a realm attached to this reality. 
Their goal is to achieve some sort of Oblivion.  The Wraiths have
'Guilds' which they join based on their ability to use 'Arkanos,'
their own special powers.  Or they desire training.  
     Mark Rein*Hagen's stated intent is to write a game that will
make you so uncomfortable you will only play it once.

Changeling
"Oh my god, I'm not human!  Oh my what?  Huh?"

     This installment is scheduled for release August, 1995.
     I believe that you are intended to become one of those lucky
few known as Changelings - You were born human and raised by
Faerie or you were born Faerie and raised by humans.  Perhaps
something in between.  White Wolf has not said anything about it
as yet.

How can I reach White Wolf?

     Their address is;
     White Wolf Game Studio
     4598-B, Stonegate Ind. Blvd
     Stone Mtn. GA, 30083
     USA

     Public relations can be reached at (404)292-1819, although I
am not aware of who is answering the phones since Travis left. 
Sam Chupp is White Wolf's online representative and can be
reached at [R--ab--h] at [netcom.com]
     Out of common courtesy, don't flood him with e-mail.

     There is a BBS operated by White Wolf games.  It is called
White Wolf Connect.  People on that BBS can be reached via
[firstname lastname] at [white-wolf.com--Again], restrain the mail
floods.

III. The Camarilla
------------------

What is the Camarilla?

     It is a fan club for Vampire: The Masquerade.  There is also
a fan club for Werewolf, called the Concordiat.  The Camarilla
sponsors Live Action events for Conventions and similar events.

How do I join?

     Send a check or money order for $15.00 to:
     The Camarilla
     8314 Greenwood Ave. N.
     Box 2850
     Seattle, WA 98103

Is there a Mailing list for the Camarilla?

     Yes, there is.  send e-mail to [l--ts--v] at [wizards.com], with a
blank subject line.  Body of text should be:

     sub camarilla-l <your name>


IV. Cosmology
--------------

     There are multiple viewpoints of reality provided in the
Storyteller installments.  These views rarely coincide in a
manner that makes sense in an objective universe.

Vampires - They really do not have much of a unified view.
Several individual Clans and Bloodlines have their own
viewpoints, notably the Malkavians and Ravnos. 
     Look for the Book of Nod (See upcoming products list toward
the end) for more information regarding Vampiric worldviews.

Werewolves - They believe that Earth is personified by a
Celestine named Gaia, and that all things are <supposed to be>
created by the Wyld, formed by the Weaver and balanced by the
Wyrm.
     Unfortunately, their legends say, the Weaver became
conscious and was driven insane.  In an attempt to stop the
Weaver, the Wyrm was woven into the Pattern Web and also went
insane.  The two of them now try to destroy the Wyld.  This is
reflected in the rise of cities, technology, pollution, nuclear
weapons and the destruction of many animal species, natural
places, and the environment in general.

Mages - Their view is even more complicated.  The Mages believe
that reality is shaped by the beliefs and expectations of the
Sleepers, normal humans.  So whatever is accepted by society as a
whole is true.
     Modern Sleepers accept science and technology, so they are
the dominant forces in the world.  This belief also creates
Paradox Spirits which look for the breaches in reality that
Magick causes and attempts to stop them from occuring, sometimes
killing the Mage outright in doing so. This process creates
Static Reality.
     The Mages can impose their will on the universe for a time,
in the process creating Dynamic Reality, although this attracts
Paradox.

V.  Crossing between Games
---------------------------

How do Gifts, Disciplines and Magick interact?

     A Gift that causes unsoakable damage is resisted by
Fortitude.  A Gift that involves senses resists any Obfuscate
Power being used in an opposed test.  Auspex is affected by Blur
of the Milky Eye and other occulting of senses.
A case by case basis cannot really be presented here, the best
thing to do is to use common sense or refer to those little lost
pieces of information buried in the sourcebooks.  Or wait until
six months after Changeling is published and buy the Storyteller
Omnibus, which will have all the crossover information one could
ever want.

Do Disciplines or Gifts provide Countermagick?

     No, unless specifically stated in the description of the
ability, only scores in the appropriate Spheres can provide
Countermagick.  However, many Gifts and Disciplines can and will
resist magickal effects.  
     On the other side, a mage can use some effects to provide
effective countermagick against Disciplines and Gifts.  One
example is using Mind One coincidentally to shield the Mage's
mind from Auspex Four.  The Vampire reads the wrong thoughts. 
The procedure would be to use the number of succeses rolled in
creating the effect as the number of dice in Countermagick.  This
could also be used to resist Presence, Dominate, Serpentis, and
other mind-affecting Disciplines.

How do you set up Chronicles and/or Stories with multiple
character types?

     Make certain that the characters have a good *reason* to
cooperate, or the Mages will raid the Caerns and dissect the
Vampires, the Vampires will drain the Mages and kill the Rugs,
and the Garou will just kill them all off.  The same goes for
Mummies and other were-types.  There must be a *compelling*
reason for them to cooperate.
     For example, the Ventrue dominated a local representative of
Pentex and discovered something nasty enough to shock *him*.
Well, he doesn't feel safe taking it to the Prince, because the
Prince wants to ensure Pentex's profit margin, so he takes it to
the local Garou instead.  Meanwhile, it turns out that a Virtual
Adept has been looking at Pentex's systems and has uncovered
something regarding Nephandi and a plot to corrupt a powerful
Node (Garou Caern) in the area and naturally, he doesn't want
this thing running around.
     The Garou are naturally interested, and both the Mage and
the Vampire have information and resources that can be invaluable
in the Story.


VI.  Clans, Bloodlines, Tribes, and Traditions
---------------------------------------------

What are the original Thirteen Clans?
<These are not the Thirteen *current* Clans.>

     Assamite, Brujah, Followers of Set, Gangrel, LaSombra,
Malkavian, Nosferatu, Ravnos, Salubri, Toreador, Tzimisce,
Ventrue.
     Of the thirteenth Clan, I'm not certain whether it is the
Baali or the Children of Osiris, as both Clans are mentioned as
having become defunct in the distant past.  And the clan the
Giovanni Diablerized is still a mystery.
    There is also the possibility that the founder of the
Assamites diablerized his way into becoming an Antediluvian.
What are the Werewolf Tribes?

     Black Furies, Bone Gnawers, Children of Gaia, Fianna, Get of
Fenris, Glass Walkers, Red Talons, Shadow Lords, Silent Striders,
Silver Fangs, Uktena, Wendigo.

Who are the lost Tribes?

     The Croatan who were destroyed while fighting the Wyrm, and
the White Howlers who danced the Black Spiral Labyrinth.
     There is a reference to a Tribe called the Bunyip, but no
information is given on these lost Garou(?)

What other types of the Changing Breeds are out there?

     Ananasi (Spider), Bastet (Cat), Corax (Raven), Gurahl
(Bear), Mokole (Alligator), Nuwisha (Coyote), Ratkin (Rats),
Rokea (Shark)
     These are all presented in the Werewolf Player's Guide.

What are the Traditions?

     Akashic Brotherhood, Celestial Chorus, Cult of Ecstasy,
Dreamspeakers, Euthanatos, Hollow Ones, Order of Hermes, Sons of
Ether, Verbena, Virtual Adepts.

What are the Conventions?

     The Technocracy's version of Traditions.  They are;
     Iteration X, New World Order, The Progenitors, The
Syndicate, Void Engineers.  The Virtual Adepts were nominal
members at one time and the Sons of Ether left several decades
ago.

What Bloodlines and Clans have appeared in White Wolf products?
Note:  Where a Clan has its own Discipline, it appears next to
the Clan.

     Vampire: The Masquerade:
          Brujah
          Gangrel
          Malkavian
          Nosferatu
          Toreador
          Tremere
          Ventrue

     Player's Guide, 1st Edition:
          Assamites                Quietus
          Followers of Set         Serpentis
          Giovanni                 Necromancy
          Ravnos                   Chimerstry
          Salubri                  Obeah

     Player's Guide, 2nd Edition:
          Above list, plus:
          Daughters of Cacophony   Melpominee
          Samedi                   Thanatosis

     Storyteller's Handbook, 1st Edition:
          Baali                    Daimoinen
          Blood Brothers           Sanguinus
          Gargoyles                Visceratika

     Player's Guide to the Sabbat:
     (Listed clans are different from Camarilla versions)
          Lasombra                 Obtenebration
          Tzimisce                 Vicissitudes
          City Gangrel Antitribu   Different Discipline mix
          Malkavian Antitribu      Dementation
          Panders                  Organized Caitiff
          Ventrue Antitribu        Different Discipline mix

     Storyteller's Handbook to the Sabbat:
          Ahrimanes                Spiritus
          Kiasyd                   Mytherceria

     A World of Darkness:
          Gaki                     Rift

     Hunter's Hunted:
          Children of Osiris       Bardo
          <More of a Sect, really>

     Dark Alliance: Vancouver
          Bushi                    Kai

     World of Future Darkness (WW#36)
          Cyberpunks               Technica

VII.  General Background Questions
------------------------------------------------------------
The Botch system is broken.  What to do?

     Ignore rolled 1s equal to half the dice pool, *then* start
counting.
    Ignore a number of Botches equal to the lowest of the two
Traits used, plus one.  <i.e. if you are rolling Stamina 3 +
Computer 4 to read the list every day, then you ignore the first
4 botches rolled.>
    Decide it isn't broken (perfectly valid!).  By pursuing your
task to the utmost you are opening yourself up to greater
failures when you do make a *bad* mistake.
    A 10 cancels a 1 while remaining a success.

A brief discussion of Magick:

     The magic of the Mummies, the Thaumaturgy of the Tremere,
the hedge magic of Hunters Hunted is all Hedge Magic of varying
degrees and is simply a simplified means of achieving effects
similar to the Magick of Mage.  It might be noted that House
Tremere never used Magick, nor did the remainder of the Order of
Hermes, with the probable exceptions of the founders.  This is
not to say they weren't potent.  On the contrary, they were quite
powerful.

<Note: The preceding information was gleaned from one of Sam
"Ragabash" Chupp's posts.>

Which famous people appear in the World of Darkness?

<Note: Possible Spoilers in following>

Message 16/111  From [n p b 41275] at [sumter.cso.uiuc.edu]    Nov 5, 93

Famous People/Characters in White Wolf Products:

*Name                              *As
*From                              *Supplement

Aine "Black Annis"                 6th Gen. Nosferatu
Scottish Legend                    WoD

Anubis                             Mage
Egyptian Legend                    WoD:M

Crispus Attucks                    8th Gen. Brujah
Real                               C:B

Brunhilde, Valkyrie leader         6th Gen. Gangrel
Norse Legend                       WoD

Al Capone                          8th Gen. Ventrue
Real                               CbN1&2

Alistair Crowley                   Malkavian
Real                               WoD

John Dee                           5th Gen. Tremere
Real                               WoD

Ezuli                              Setite
Haitian Legend                     WoD

Helen of Troy, "Helena"            4th Gen. Toreador
Greek Legend                       CbN1&2

Isis                               Mage
Egyptian Legend                    WoD:M

Robin Leeland                      7th Gen. Brujah
(Robin Hood)                       CB: Brujah, CbN 1&2

Louhi                              5th Gen. Malkavian
Finnish Legend                     WoD

Meneleus, "Menele"                 4th Gen. Brujah
Greek Legend                       CbN1&2

Mictantecle                        4th Gen. Gangrel
Central American Legend            Awakening: Diablerie Mexico


Mithras                            4th Gen. Ventrue
Persian God                        WoD

Osiris                             Vampire
Egyptian Legend                    WoD:M, Hunter's Hunted

Louis Pasteur                      13th Gen. Caitiff
Real                               AH

Prias                              Ghoul, now deceased
Greek Legend (Priam or Paris?)     CbN1

Rasputin                           Malkavian
Real                               C:M

Jurgis Rudkus, Elzbieta            Nosferatu (mostly 7th)
The Jungle, Upton Sinclair         CbN1

Lambach Ruthven                    Tzimice
Polidori's The Vampire             CotI

Set                                3rd Gen. Setite
Egyptian Legend                    WoD:M

Subotai                            6th Gen. Nosferatu
Real (Mongol Leader)               WoD

Francis Villon                     5th Gen. Toreador
14th Century French Poet           WoD

Vlad Tepes, "Dracula"              6th Gen. Tzimice
Real                               CotI

Thoth                              Unknown
Egyptian Legend                    WoD:M

Erich Weiss, "Harry Houdini"       Tremere
Real                               Ashes to Ashes, Succubus

Oscar Wilde                        Toreador
Real                               WoD

Baba Yaga                          4th Gen. Nosferatu
Russian Legend                     WoD, CotI

VIII.  Product List for Storyteller--Current and Upcoming
---------------------------------------------------------
FAQ Drudge's Disclaimer:  If a name isn't provided in <fnords> I
wrote the review, so any judgments are my opinions.  If there is
a name in <fnords> above a block of text, it's their opinion, not
mine.  I won't promise that this list is in order of publication.

Each product is listed with a brief description of what it
contains.

VIIIa.  Vampire: The Masquerade
-------------------------------

Vampire: The Masquerade

     First or Second Edition.  The basic rules and background of
the game.  The second Edition is a nicely bound Hardcover.  If
you are on this list and do not have this book  - HEATHEN.  Go
buy it.

Vampire: Player's Guide

     First or Second, again.  Provides some useful expansion on
the Clans, as well as four interesting new Clans and 1 or 3 new
Bloodlines, depending on the Edition.  Again, Second Edition is
Hardcover.  Also provides information for expanding the
Disciplines beyond level 5.

Vampire: Storyteller's Handbook

     First edition.  Nice hints for running Chronicles and
Stories.  There are some interesting little rulings buried in the
suggestions, too. The sample enemy/ally characters are useful for
a rush job when something happens and the ST needs instant stats.
This book also provides three new Bloodlines and associated
Disciplines.

Player's Guide to the Sabbat

     If you want to show the weak Camarilla what evil _really_
means, this book is for you.  I feel it is one of the better
products to see the <ahem> light of day.  It describes three new
Disciplines, more Thaumaturgical Paths, new Merits and Flaws, and
two new Clans who happen to be the power behind the Sabbat.  Also
describes the Antitribu, Kindred who have turned against their
former Clans to become a part of the Sabbat, or descendants of
these sorts.

Storyteller's Handbook to the Sabbat

     For hints and suggestions on running Sabbat based
Chronicles, this is book is _very_ useful.  It describes how to
run a Crusade, the Path of Evil Revelations in its sinister,
infernal glory, diabolical gifts, and plenty more.  It also has
NPC archetypes, as per the ST Handbook.  One particular addition
which is of particular use are the Revenants, or Ghoul Families.
A group of families which have made Ghoul-ness a genetic trait.
     There are also two new Bloodlines, an offshoot from the
Gangrel and one from the Lasombra.

Hunter's Hunted

     Too much space at the beginning is wasted with a silly
diary.  I would have preferred more background info on the
various groups provided.  The Numina on the other hand, were
quite interesting, 'specially if you want to run a Psychic
Investigator/Talamasca type campaign, although the information on
the Numina is sketchy.

Vampire Storyteller's Screen

     The first edition screen comes with an adventure:  Blood at
Dawn.  It's set in Gary and is quite, well, scary.  More fun than
a haunted house.  The screen itself is useful if your playing
requires reference to a lot of charts.  More like a Gamemaster's
screen.
     The second edition screen comes with a book of Mortal
archetypes.  Police, reporters, ghouls, priests.  You name it . .
.  There is also a condensed character sheet for NPC allies,
contacts, herd, and retainers.
     The screen itself is more appropriate to the Storyteller
idea than the first.  It has all the charts, but it also adds a
condensed character creation chart, which _can_ be handy when
dealing with new players.

Clanbook: Brujah

     I liked this one.  It conveyed a lot of the feeling of
rebellion that the Brujah should provide.  And the "Fake Rapper"
archetype is hilarious.  Vanilla Ice, a la Vampire.

Clanbook: Gangrel

     I read a review of this before I bought it, which said that
it would provide info that would make the Gangrel the most
powerful Clan extant.  I've read it several times and haven't
found the information that would imply this.  The writing (from
the point of view of a Victorian England type and a Gonzo
journalist a la Hunter S. Thompson) is entertaining, however.
Background material is definitely worth it, and it does provide
enough information to make the Gangrel quite unique.

Clanbook: Malkavian

     I laughed my way through this one.  It reads like the
Principia Discordia while on drugs.  Definitely the best so far.
If you want to discover the true nature of reality, this might be
the book to read.  At least, you'll discover what the Malkavians
feel reality to be.  I would recommend taking at least two
aspirin before starting this book, however.

A World of Darkness

     Except for missing a couple pages in the Haiti section, and
probably a couple in the Hong Kong and Gaki sections, it is
_quite_ useful.  The Europe section will be quite usable with
Rage Across Russia, I hope.  Several NPCs from around the world
are detailed.  There are several locations locales described-
from Hong Kong, moving west all the way to the Vampire Club in
San Francisco.

A World of Darkness: Mummy

     Nothing at all like horror movies about Mummies, this book
details a small group of Immortals who exist to fight their part
of the Jyhad, which specifically involves stopping the Followers
of Set (a lot of that going around these days).  They have their
own magic system, roughly based on historical Egyptian magic.  I
say _roughly_.  Definitely an interesting add-on for any or all
of the Storyteller games.

Chicago By Night

     The first edition details a rather complex political
situation between many factions-within-factions, etc, and what is
occuring around them.  No information on Garou or Mages in the
city, however.  Ignore the Blood Pool/per Turn line on most
characters, however.  They are a little off.
     The second edition is post-Under a Blood Red Moon, and the
situation is quite different.  The quality - proofreading, etc -
is much higher than the first.  The section on Kindred politics
in the back is worth reading, the information is useful in any
Chronicle.

Milwaukee By Night

     An interesting story in the back, and the inter-Kindred
relationships (I hesitate to say politics in this case, they
aren't as political as Chicago) are quite different, I'd say.  If
you want to play _in_ Milwaukee, worth buying.  If you want the
Lupine info, buy Werewolf.  Otherwise, it really won't add much.

Ashes to Ashes

     First Story published.  This one is quite entertaining,
although in a few places, it's too much of a 'one-true-path' type
of adventure.  It introduces the characters to Chicago by having
them go from one place and vampire to the next.  Very usable.

Blood Bond

     Another Chicago Story.  This one can have a fairly grim
ending if the characters aren't careful.  It's a good read for
seeing some of the Sabbat methods of recruitment work, however.

Alien Hunger

     Half of it is a "Denver by Night" supplement, the other half
is a fairly Sons of Ether-ish mad scientist based story.  A nice
change of pace.  If you play in this one, think fast because the
Blood Hunt has been declared . . .  And you're on the menu.

Awakening: Diablerie Mexico

     This is only useful if you want a> a new Methuselah to add
to your campaign, b> some new rituals, c> a detailed lair of a
Methuselah in Torpor.  I've played a character in the Story, and
it smacks of Dungeon Crawl.  I also get the feeling the Story was
written to make it possible for the characters to easily
diablerize the Methuselah.  I'll tell you the group I was with
had no trouble.

Blood Nativity

     This was published by Atlas games and details the first
night of life for a group of neonates.  The action can get to be
quite dismaying for the characters.  <end up in prison without
bail, just before sunrise . . .>  It is fun, however.  I'm not
certain if this is still in print.

The Succubus Club

     A nice layout for a nightclub.  It isn't really necessary
for running the Succubus Club, although a few of the stories are
worth running.  A very nice supplement detailing the evolution
and mood of a Kindred infested nightclub.

The Anarch Cookbook

     This book has a few good points, such as the Anarch
Manifesto.  It provides plenty of background on the Anarch Free
States for Storyteller use, although it is light on statistics. 
On the other hand, the additional combat rules can add detail to
your Chronicle, if you're interested in that sort of thing.  It
details how to stage an Anarch uprising in the city of your
choice, as well as a Who's Who section in the appendix describing
several Anarchs, and Petrodon/Petrondon (they keep changing the
spelling).

Dark Colony

<Sam Chupp's comments - I still haven''t read this one thoroughly
enough to review it>
     For Vampire: Get ready for DARK COLONY. It is the New
England Regional Sourcebook, and it's quite foul. Included is a
really cool adventure that utilizes the Advanced Storytelling
Technique of the Flashback.

Book of Nod

     As promised, this book is simply background information. 
It's written in a style similar to the Clanbook: Gangrel, in that
the book is being compiled by Kindred for other Kindred to read. 
There are several involved in its creation.  There are chapters
on the Caine's Becoming (or Awakening), the creation of the
Second Generation, the Third Generation, and the successive
revolts.  There is a section with several prophecies for Gehenna,
many of which are fairly confusing.  The last chapter details
what life in Enoch was like.
     Each section has extensive footnotes at the end, and an
introductory bit describing what the chapter is about.  The
closing comments can make your typical Kindred quite paranoid,
for certain . . .

The Beast Within

     A compilation of short stories set in San Francisco, this
one has the famous Bradstreet artwork within, as well as several
decent short stories.  I really can't say much more about the,
except to buy it to get some of the flavor for San Francisco.
     If this is anything to go by, San Francisco by Night will
definitely be in the class of Chicago, or even better.

Clanbook: Nosferatu

     "I am not an animal!  I am a MONSTER!!"  The Nosferatu and
their history are detailed in this rather, uhm, different
Clanbook.  This book details the physically cursed Clan of the
Camarilla, who wouldn't even be members if it weren't for the
fact that the more bodies in the water, the more choices the
sharks have for meals.  The Nosferatu can range from the most
civilized to the most vile of Kindred, because of the trauma of
the Embrace into this horrid-appearing Clan.

Clanbook: Toreador

     Interesting contrast to the previous Clanbook, the Clan of
Beautiful People Book details the Artists of the Undead world,
and how their own passions drive them to whatever heights and
depths they reach for.  The conflicts and interrelations of the
Artistes and the Poseurs are detailed quite nicely.  The Toreador
are more influential than many might think . . .

New Orleans by Night

     The story of a city established by a Prince with an
impossible dream.  At least as long as there are other Kindred
around it's impossible.  This book is considered to be the worst
of the 'by Night' sourcebooks, but I'm not so certain it's
entirely useless.  If used as a base starting point, it has
potential.
     But, I would have preferred a Toreador or Malkavian Prince.

Bloody Hearts: Diablerie Britain

     The second in the Diablerie series (and hopefully the last). 
This is yet another dungeon crawl in which an interesting
Methuselah of great and unique power is introduced, in which the
players are led to this Methuselah, where they track down her
resting place, pass the trials and travails therein, and kill
her.  At least they hope to.  This one looks like it would have a
decent chance of killing most anyone foolish enough to try.
     The most useful information is provided on Justicars and
possible Chronicles featuring them and their Archons.  Madame
Guil, the Toreador Justicar, is detailed along with her own
retinue.
     There is also a translation of a Malkavian prophecy about
Gehenna in the back.  The Highlander influences show nicely here.

Berlin by Night

     Well, this was my first hint that Nosferatu were blue. 
Berlin seems to be the most disorganized 'by Night' city detailed
yet.  Two Princes, two Primogen . . .  Don't even think of
playing a Caitiff and admitting to it.
     The story, "The Ascension of Caine," has some potential I'm
certain.  It seems to follow some of the same basic twists and
turns that Psychomachia did in Milwaukee by Night.

VIIIb. Werewolf: The Apocalypse
-------------------------------

Werewolf: The Apocalypse

     The basic rules for Werewolf.  A lot of information between
the covers, and at the very least makes good supplemental
material for Vampire.  I found the editing errors annoying (see
page XX) but that was only a minor complaint at the time, and has
been corrected in later printings.  But if you have the first
printing, remember that Page XX contains all the secrets of the
Universe.

Werewolf Player's Guide

     A worthy supplement, this has so much information to add,
some of which (Like the Tribe outlooks) should have been in the
first book, but the various Were creatures and the like that have
been added make it quite a nice addition.  Also provided are
various types of Caerns, new Gifts, Rites, Fetishes and the
combat system from Vampire, 2nd Edition.

Book of the Wyrm

     Do you want some truly *evil* nasties?  This is a very nice
book, especially the sections on Pentex and Malfeas.  After
getting this, I sent a pack of Fomori after a Gangrel in my
Chronicle who prides herself on being a combat monster - she
still doesn't know what came after her, but she is a bit more
wary around street gangs.

Ways of the Wolf

<Ananda's Comments>
     This was useful...Anyone playing a lupus (wolf-born) Garou
should read this, *especially* if they don't know much about
wolves.  Most of the information on wolf society is quite
accurate.  Gangrel who spend significant amounts of time with
wolf packs might also find this information useful.

Werewolf Storyteller's Screen

     In addition to being much like the 2nd Ed Vampire Screen (or
vice versa, since this one appeared first) this provided a pad of
double sided character sheets, which have been quite handy for
players who object at using notebook paper for extra stats.

Rage Across New York

     First regional supplement for Werewolf, this is very nice in
historical detail, and even thoughtfully provides some truly
*vile* nasties.  The linked stories in the back are even nicer,
but not to the PCs.

Rage Across the Amazon

     This provides information on the war in the Amazon, and what
the Garou are trying to do about it.  The corruptive influence of
the Wyrm is described, specifically the Pentex operations in the
area.  The Balam and Mokole in the region are also detailed to a
certain extent.

<Thom Denholm's comments>
     Information on Rage Across the Amazon.  Haven't read the
storyline (my ST asked me not to) but the resources section
brings the Werewolf product up to specs with the Vampire Players
Guide 2nd ed.  Many weapons and rules for weapons (guns,
explosives, chemicals, poisons).  Another nifty section is some
Garou "Artifacts" that are quite powerful.  (It's always fun
reading about the +5 Holy Avengers, even if you can't use them).

Rite of Passage

     The adventure is a nice little romp in the woods for some
young New York Garou.  Especially after everything goes wrong at
the worst possible time.  It does provide information on the
Garou's rites of passage, and how they view the importance of
this particular test.  

Under a Blood Red Moon

     Truly a mini-Chronicle of frightening proportions,
especially if you are a vampire in Chicago.  It's all out war!

Valkenburg Foundation

     Interesting idea.  An asylum for those who have experienced
the first change without the aid of other Garou.  As a result (so
the story goes) most Garou go insane trying to deny their Garou
nature.  So, the V. Foundation steps in to help them accept their
nature, or release them as functionally normal wolves or humans.
Also the introduction of White Wolf's recurring villain, Samuel
Haight.

Drums Around the Fire

     The first compilation of fiction for the World of Darkness.
The stories are divided into Tales of Honor, Glory, Wisdom,
Totems, Umbra and Apocalypse.  My personal favorite was
Apocalypse Noir.

Dark Alliance: Vancouver

     This is really a crossover supplement for Vampire and
Werewolf, but the cover is that of a Werewolf product, so . . .
     This book details a city (Vancouver BC) in which the Kindred
live under unusual rules, where the Prince wants no inter-Clan or
Faction rivalries under any conditions.  There is also a peace
treaty between the Kindred and the Garou of the area.  The
characters have an interesting variety of motivations, although a
high percentage of NPC vampires are, well, really old.  The NPCs
are of such a power level that going against the establishment is
a Bad Idea.  It does have a *lot* of potential for mixed Vampire
and Werewolf play, however.

Black Furies Tribebook

     This gives us a closer view of the Black Furies and their
view of the other Garou, Homids, and the Wyrm.  They are among
the most warlike of the tribes, but they also have other sides to
their viewpoints.  Read this one carefully, because it could be
easy to fall into the stereotype.

Bone Gnawers Tribebook

     This is a good example of how the Garou can fail their own
kind.  The Bone Gnawers have been trampled down, pushed aside,
and generally ignored whenever possible throughout the history of
the Garou.  When not ignored, they are accused of having Wyrm
Taint because of their life in the cities.  Their culture,
dealings with humans, attitudes, and dealings with leeches are
all detailed here.

Rage Across Russia

     A Shadow Curtain has fallen across the Motherland, and only
a few know the full reason.  The Little Grandmother walks and she
is trying to do something that may render the future a moot
point.  The Garou of Russia are detailed, as well as the war
between a pair of powerful vampires over the Motherland.  The
story ideas are worrisome to say the least.
     This is the most Mythic sourcebook for the World of Darkness
to date.

Caerns: Places of Power

     This details a Caern for each of the Garou tribes, and their
relations to other Caerns.  There is a map in the back showing
their locations and moon bridge connections.  Each Caern has the
important Garou detailed as well as the history of the particular
Caern.

Umbra: The Velvet Shadow

     This is indeed a sourcebook with a lot of decent ideas.  It
provides a description of the Near Umbra and thirteen Realms that
the Garou are familiar with.  With this as a guidebook, you can
visit the scenic Abyss, the wild Flux Realm, and even the tragic
Atrocity Realm.  The Tribal homelands of each of the Garou are
also given space.  Various NPCs who can be found in the Umbra are
detailed in the back.
     Look in the index for Cerebus.  No, not a misspelling.  Just
do it.

VIIIc.  Mage: The Ascension
---------------------------
Mage: The Ascension

     The  Storyteller game which has the most potential for
debate of the three.  This one stresses creativity in that magick
can be performed more easily if it is disguised as coincidence,
thus causing the Mage to come up with some fairly wild chains of
events to get the desired results.  The errors in the first
printing will be corrected in the second printing, as well as
in an errata sheet provided in the Chantries Book, as well as
White Wolf #38.  Or send an SASE to White Wolf Game Studio
requesting the Mage Errata.  The address is at the beginning of
the FAQ, and in each of their products.

Mage: Storyteller Screen

     This product includes a Story written by Sam Chupp.  The
roots of the story date back to the time of the Order of Hermes'
Experiment.  It's called Angel of Mercy, and has some odd twists
within.  The Paradox Zone idea presented in it is a cool idea, I
think.
     The actual screen has too many charts that didn't really
belong, and not enough that did.  It is useful, but not as useful
to mage as the other two screens were to their respective games.
The character sheet doesn't even provide any innovations, as the
pad provided in the Werewolf screen.  Overall it could have been
much better in the final execution.

Loom of Fate

     The Loom of Fate is a story about the importance of free
will over the idea of predestiny.  The characters are on their
way to meet a fortune teller when the world starts changing in
very peculiar ways . . .  If they can avoid the Pogrom, they
should be just fine.

Progenitors

     This book details, via the initiation of a single student
into their mysteries and history, one of the most frightening of
the Conventions.  These are the Body Snatchers come to life, the
people designing biological weapons.  They are much of what is
feared about the science of biological engineering.
     Three different methodologies are detailed, each with a
specialty; the Progenitors' view on the Sphere of Life is given,
and it is not precisely the same as the Tradition Mages.  Their
relations to the other Conventions is laid out sketchily.
     NPC archetypes and a Progenitor Construct are detailed in
the back of the book, and some of them are quite warped.

Book of Chantries

     This book details several Tradition Chantries, a couple
Technomancer Constructs, and a couple Nephandi Labyrinths.  The
Chantry Creation Rules are fine, but the detailed point-driven
system is far too mechanical.
     The Story in the back features none of the Chantries in the
book, and features the Reappearance of Everybody's Favorite
Skinner.

Digital Web

     This has to be the most nearly unique concept for a
supplement to a magickal game to date.  I mean, the idea has been
played to an incredible extent in the c-word genre, but in
magick?  
     The Digital Web was created as the last act of the famous
VA, Turing.  It's a place where reality isn't quite fully static
(some would even say that it isn't even real) and information
longs to be free.  The Void Engineers and the Virtual Adepts are
in a race to define all of the Web, an impossible task.  The
Technocracy uses it as a means to get to their Chantries and
avoid the Umbra, the Sons of Ether use it as a means to create
laboratories where they can experiment (think of all the
_electricity_ out there!), and the Virtual Adepts use it to
manipulate information all over the world.
     The stories are definitely of decent quality.  The recurse
paradox realms was a very nice touch.
     There is a section where you can meet such as Kibo himself,
Captain Feedback, or even the mysterious Grailekarm Hen.

VIIId.  Mind's Eye Theatre
--------------------------

The Masquerade

     Live Action Role Playing.  You too can be a Vampire.  Aimed
somewhat at the How to Host a Murder Mystery people, and somewhat
at the roleplaying market, this product has potential.  The
system uses hand signals and code words to resolve conflicts,
while seeming to be a fairly normal interaction to the canaille -
so long as they don't hear what you're saying.  Its strength is
that it can be resolved fairly rapidly in small confrontations.
Its weakness is if you lose a conflict, you lose the traits you
bid, so you become stupid/weak for the evening.  I have been told
that it is quite fun and playable, but I will not know until
Halloween.
     Well, it's after Halloween, and we didn't play it, so I'm
still in the dark without Protean on this one.

The Masquerade Player's Kit

     This gives a good deal of information for the Masquerade
which was originally put into the Vampire Player's Guide.  With
this you can be a sly Ravnos, a treacherous Setite, or even a
deadly Assamite.
     Also detailed is the Background Generator, for those who
need to roll dice or possibly a jumpstart for a character
conception.  This was originally supposed to be in the VPG, but
never made it.

VIIIe.  Upcoming Products for WoD:
----------------------------------

The White Wolf Game Studio Unofficial Release Date Schedule 
By Sam Chupp, Internet Representative - April 21st, 1994 
 
Note: this schedule is copyright (c) 1994 by White Wolf, Inc. 
Permission must be obtained to copy or reproduce it in anyway, in
any print medium. Explicit permission is given to reproduce this
>file electronically throughout the Internet and the world. 
 
(all dates are approximate-to-the-retailer dates and are subject
to change due to the vagaries of time, space, distance, and
printing. 
Your mileage may vary - indeed products more than three months
ahead of the present date can change without notice. Let me put
it this way: if your life depended on whether this unofficial
schedule was 100% correct, I'd feel sorry for you. Please don't
feel bad if you don't see the products on your shelves on the
exact day that is listed.) 

For April: 

Virtual Adepts Tradition Book - April 22, $10.00 
 
For May: 
 
White Wolf Magazine #43 - May10th, $3.50 
 
Wraith Poster - May 11th - Free. This poster is the Mask of
Charon created by Henry Higgenbotham, the artist who did the
cover for Loom of Fate. 
 
Werewolf Second Edition - May 13th, $25.00 

Werewolf 2nd Edition Screen - May 13th, $10.00 

Clanbook Tremere - May 13th, $10.00 

Clan Pins and Ankh Necklace: Available May 20th, $4.95/piece. You
can find them packaged individually or in a counter display at
most game stores and hobby shops. The clan pins are black and
silver and they are in the shape of the clan symbol. The ankh is
silver on its own chain. 
 
When Will You Rage? May 27th, $4.99 - Werewolf anthology 

Monkeywrench! Pentex, May 27th, $10.00 A werewolf sourcebook on
Monkeywrenching - will include a map of Black Dog Game Factory
and a profile of the new Board members after the Garou raid on
the Pentex Board of Directors meeting last year. 
 
For June 
 
The Book of Shadows: Mage Player's Guide, June 3rd or 10th,
$18.00 - 224 pages of Mage helpful hints, new Rotes, the
histories of the traditions and the technocracy, plus an entire
chapter devoted to explaining, clarifying, and illuminating the
Magick system. 
 
Wraith T-Shirt: The Mask Of Charon, June 10th, $15.00 
 
The Apocalypse: Werewolf Mind's Eye Theatre, June 10th, $15.00 -
A complete game for roleplaying Werewolf live-action. 
 
The Face of Death - Wraith Artbook, June 17th, $10.00 - A
beautiful artbook with art by George Pratt, Doug Gregory,. Drew
Tucker, John Cobb, Larry Mc Dougal E. Allen Smith, and Darryl
Elliott, written by Mark Rein*Hagen. 
 
Street Fighter - the Storytelling Game, June 17th, $14.95 - 144
pages. - A complete roleplaying game in and of itself, not a part
of the World of Darkness, Street Fighter is a game for those
pre-teens who love the video game. In addition to rules on how to
create your own Street Fighter, statistics are made available for
all the important characters, including the new ones like T. Hawk
and Cammy. 
 
The Kindred's Most Wanted, June 24th, $15.00 - 128 pages - A
guide to the Kindred's Most Wanted 
 
>For July: 

The Chaos Factor, July 8th, $15.00. A complete story/sourcebook
set in Mexico 
 
Rage across Australia, July 8th, $15.00...about guess what?
Including information on the Bunyip 
 
Clanbook: Ventrue, July 16th, $10.00  
 
Los Angeles by Night, July 23rd, $18.00 
 
Secrets of the Shadoloo, July 16th, $9.95 - a complete guide to
the Shadoloo: the evil villains in service to M. Bison in Street
Fighter. 
 
Werewolf Storyteller's Guide, July 23rd, $18.00 
This guide will include information on creating fetishes,
Kinfolk, a kind of Gaia's Fomori called a Kami, and many other
'how-to' articles on storytelling Werewolf. 
 
>For August 
 
Wraith: The Oblivion, $25.00. The Storytelling game of Death and
Damnation.  Cover by Henry Higgenbotham. August 6th/15th 
 
Technocracy: Iteration X, $10.00. This is the second book in the
Technocracy series. August 15th. 
 
>Masquerade 2nd Edition, $15.00 - This will be sold both
seperately and in the boxed set with the old Storybook and props
(the boxed set will retail at $28.00). This will be an update and
revision of the first Masquerade rules, packaged seperately so
you don't have to buy a huge boxed set to get involved with
Mind's Eye Theatre. August 26th/Sept 9th 
 
For September:
 
World of Darkness: Gypsies, $15.00 - A complete guide to the
Gypsies - they aren't just mortals, you know. September 16th 
 
Verbena Tradition book, $10.00 - Includes guidelines for
shapeshifting, healing, and other impressive Life magicks.
September 16th 
 
For October (all books after this point can be considered
tentatively scheduled...and only a general month will be given
for release information.) 
 
Necropolis: Atlanta, $18.00 - A complete setting for Wraith. 
 
Book of Madness, $15.00 - A compendium of information about the
Nephandi, Marauders, and Paradox entities 
 
Who's Who Among the Werewolves, $12.00 - A 'Children of the 
Inquisition'-style book for Werewolf. 
 
Elysium, $15.00, - Elder-level storytelling for Vampire: The
Masquerade 
 
For November 
 
Midnight Express, $15.00 - This is a 'Succubus Club' style series
of short Stories that you can plop down in the middle of your
existing Wraith Chronicle, focused around the legendary ghost
train called the Midnight Express.  
 
The Oblivion, $15.00 - This is the Mind's Eye Theatre version of
Wraith: The Oblivion. 
 
Children of Gaia Tribebook, $10.00 
 
Haunts, $15.00 - This is a guide to important and infamous Haunts
around the world. 
 
For December 
 
Sons of Ether Tradition book, $10.00 
 
Dirty Secrets of the Black Hand, $15.00 - Focusing on that most
evil of the dark Sabbat: the Black Hand. 
 
For January, 1995 
 
Ascension's Right Hand, $12.00 - A complete sourcebook on
Acolytes for Mage. 
 
 
NOTE: This tentative schedule does not include all the releases
of the Michael Moorcock line and the Street Fighter line, and the
Borderlands books, all of which are not part of the World of
Darkness books. If you'd like to get a schedule on those, email
me and if enough people want it, I'll type that info in too. 
 
More to come later. 
....Sam 


VIIIf.  Articles in White Wolf Magazine relating to WoD:
--------------------------------------------------------
Purgatory, by Graeme Davis (#28)

     This article details a Vampiric oriented Nightclub along
with several of the Kindred who frequent it.  It is established
as a hangout for Anarchs, in general and is neutral ground.  A
good starting point for setting up your own Undead Clubs.

The Dark Tower, by Chris Hind (#32)

     What happens when a Vampire releases its Beast?  What about
those unfortunate Garou who are not fortunate enough to be picked
up by the Sept right at the first change?  A rather dark Story
for Vampire and/or Werewolf.

White Wolf #32 - Feature Review: Werewolf

     I only mention this 'cause it has the ". . . tragically hip
murderers who can kill mortals simply because they're cooler than
mortals . . ." quote is on page 36.  Half baked Nietzchean
philosophy, indeed!

Portrait in Horror: The Vampire's Hunt, by Charles Pierce (#34)

     Some ideas on how to make your Vampires feel guilty and
horrified for drinking that blood they need so dearly.

Mind over Matter, by Chris Hind (#37)

     An introductory story to Mage designed to bring the
characters right into the middle of things.  Worth checking out
to see the style of Storytelling for Mage if nothing else.

The World of Future Darkness, by Deirdre Brooks (#36, #37, #38)

     These three articles detail Cyberware in Kindred bodies, the
future and how it relates to the Masquerade, and how to integrate
it with Cyberpunk 2.0.2.0. by R. Talsorian Games.  The last
article is a Story set in Night City.  I won't offer an opinion -
I wrote the articles.  But if someone else would like to e-mail
me a review, I'll put it in the next FAQ.

Stuff in the Last Few Issues:
-----------------------------

Diseases That Suck

     A disease which mimics the effects of vampirism to a certain
degree; a Kindred who knows where and how can be certified a
victim of this and live in society without much question.

Toreador Blood Cults

     A section that had to be cut from Clanbook: Toreador.  What
happens when a Vampire gluts himself on blood?

     I can't remember the name of the Werewolf stuff and I don't
have any of the WW issues near me.  There is a six-part comic
(started in #39 I believe) and a three-part Story that started in
April's issue.

If I've forgotten any articles, let me know.

IX.  Errata, rules, etc.
-------------------------
<Note:  Most of the following _is_ simply opinion, unless it is
stated that White Wolf provided a ruling.>


Where can I get errata for Storyteller products?

     <Correction from previous FAQ>
     There is errata for Mage.  It is in the Book of Chantries
and White Wolf #38.

What is Vulgar Magick, and Coincidental, and how do you tell the
difference?
<Fingers on list collectively hover over delete key>

     Vulgar magick blatantly defies the known laws of reality.
Coincidental magick _appears_ to work within reality to make the
result look possible.

     This argument has generated several hundred K of commentary
on both sides.  I think I will leave this as it sits, with the
prompting to decide for your own chronicle, because I fear this
is one subject that will never reach a conclusive result.

<List breathes collective sigh of relief>

Subject:  Vampires and Werewolves 
 
by Eric Tolle

"Why don't vampires and werewolves get Paradox? 
 
     There has been a lot of debate and theories floating around
the Mage-l list about why vampires and werewolves (and the other
shapechangers) manage to break the Technomancer Paradigm without
gaining Paradox (aside from the fact that the Vampire and
Werewolf books came out before Mage).  These are a few of what I
consider the best ideas on the subject. 
 
     One of them states that the idea of vampires and werewolves
are carried in the subconcious memories of people, and are
reinforced by literature and movies.  Thus, since there is a
place for them in static reality, they do not create paradox.  In
other words, people believe in them (though they do not admit it,
so they are allowed to exist).  
        Another theory states that vampires and werewolvess do
cause paradox, but in their case it's more structured.  Vampires
have the permament Paradox Flaws of sunlight and fire
vulnerability, and werewolvess have the Paradox Flaw of the
Delirium. 
     Finally, there is the idea that vampires and werewolves
don't get Paradox because they're not human and only living
humans are part of consensual reality.  Vampires are dead
corpses, and as such don't get Paradox.  Garou and other weres 
are half nature spirit, not fully human, and in any case they
have Gaia backing them up.  However, mages are normal humans who
break the rules and pay a price for twisting reality--something
"normals" aren't supposed to do.  
     So which theory is correct?  Until White Wolf comes out with
something official on the subject (they ARE hinting at
explanation #1) any explanation is equally valid.  And in any
case, it's your game, choose the one you like best, or make up
your own theory. 

X.  Ideas for Atmosphere - Music, Lighting, etc
-----------------------------------------------
A new section has been added to this - a list of non-vampiric,
lycanthropic, or magic(k)al sources of Story Ideas.  Everything
in this particular piece of the list is in its original post, so
credit where credit is due is there.

Xa.  Music (Lots of new stuff here)
-----------------------------------
From:   BSU::ANANDA        1-JUN-1993 16:34:57.80
To:     MSUS1::IN%"[j--a] at [cs.indiana.edu]"
CC:     AJ
Subj:   RE: ST FAQ Rules & Music

What?  No one commented on music for Toreador??

For something to play for your Toreador players, try "The
Hunger", title track from a Michael Bolton tape.  Fairly good
lyrics in general, excellent for Toreador.

Stuff Toreador might possibly listen to:

*All* of Andrew Lloyd Weber's _Phantom_of_the_Opera_, and
especially "The Music of the Night."  I have the double-CD
version, and *every* time I listen to it, I hear something new in
the music.  The amount of subtle symmetry is unreal -- in the
midst of one scene, you hear the theme from another scene, and if
you're paying attention it can influence the mood a good deal.

Probably lots of other Lloyd Weber stuff, for pretty much the
same reasons.

Damn near any kind of jazz.  The Poseurs will like jazz for the
sake of liking jazz, while the Artistes will be more likely to
understand and appreciate the requirements all the improvisation
makes on the players.

Various types of classical music, depending on the individual.
The Poseurs will like whatever's "trendy" at the moment, while
the Artistes' preferences will be more individualistic and less
likely to change frequently.  (I prefer baroque stuff, because
I've sung things like Bach fugues and know how bloody difficult
it can be to do them well.)

Carl Orff's _Carmina_Borana_.  I tend to lose track of how many
different languages are in that monster.  Stylistically, it
ranges from the very intense, stacatto feel of the first piece
(which has been used in numerous movies) to a very legato, almost
lyrical feel.  I've heard a synth version, too.  Real fun stuff.

(maybe) Enya, possibly all three albums:  _Enya_, _Watermark_,
and _Shepherd_ _Moons_.  Visual artists will love her videos,
which tend to look like paintings in motion.

Assorted stuff by Iaso Tomita and Vangelis, both geniuses at the
syths.

Vladimir Horowitz, "one of the best classical pianists ever
recorded".

_Gershwin_Plays_Gershwin_, if you can find it.  It's the man
himself, playing
"Rhapsody in Blue" and several shorter piano works.  The best
orchestral version of the Rhapsody I've heard is the one
conducted by Mitch Miller.

And of course, any of the younger set will probably listen to
Floyd.  Pink Floyd, played rather too loud through closed-ear
headphones, could come close to a religious experience for some
Toreador...

...That's a start...  >:-]

--Ananda

Date: Thu, 10 Jun 1993 13:59:00 -0500 (EST)
From: James Rogers <[94 JROGERS] at [vax.mbhs.edu]>
Subject: Music stuff
To: vampire <[v--p--e] at [math.ufl.edu]>

This is a list of stuff I put together for a putative V:tM
campaign.  I don't know much about punk/rock/etc., so my stuff is
mostly classical stuff high on creepiness.

Bela Bartok:
          Music for Strings, Percussion, and Celesta - 1st and
     3rd mvts.  Bartok is the consummate creepy composer, and
     also Hungarian.  Some of his more "traditional" pieces might
     also be good if you want a background of classical music
     that "doesn't sound quite right."
Arvo Paert: Fratres
          There are manymanymany versions and arrangements of the
     piece that were just put out recently.  You can find several
     if you know where to look. My version is by the Kronos
     Quartet on their album "Winter Was Hard."

Actually, the rest of the stuff I've actually recorded is all by
the Kronos Quartet.  I'll group them by album:

"Kronos Quartet":

Terry Riley:
          Half-Wolf (!) Dances Mad in Moonlight from Salome
     Dances for Peace  Sorry, this is from "Winter Was Hard."  It
     makes a decent Garou theme, not to mention being fairly
     "mad."  And no, I don't believe in choosing music by title

now, stuff that really is on "Kronos Quartet":
Peter Sculthorpe:  String Quartet #8
          A very melancholy piece.  It sounds sort of
     "naturalistic" and would probably be out of place in the
     city.

Philip Glass:  Company
          Ha!  The only composer on this list that's also on Mark
     Rein*Hagen's list.  Good piece, and the KQ is excellent.

"Winter Was Hard":
          The aforementioned "Fratres" and "Half-Wolf... etc"

and also Astor Piazzolla:
          "Four, for Tango"  Good music for a "formal" scene,
     when there is supposed to be dancing.

Other music I've been considering:
Aram Khachaturyan: "Masquerade" Suite - excellent by any name.
Dmitrii Shostakovich: Symphony #4
Maurice Ravel: La Valse
Antonin Dvorak: Symphony #8, movement #3
Camille Saint-Saens: Danse Macabre
Joseph Schwantner: Music of Amber

Date: Tue, 08 Jun 1993 13:07:42 -0500
From: "Douglas L. Bridges" <[d l b 1] at [ra.msstate.edu]>
Subject: Book o' Nod and others
To: [v--p--e] at [math.ufl.edu]


     I think that I have to agree on Tim on this. I don't think
that you should put out a book of Nod defining everything which
caused the creation of the Cainites. But, how I understood it
from the letter the Mr. Chupp wrote is that it would be an
inexact translation. I think that Mr. Chupp needs give us more of
a description of what he is thinking it is going to be like,
instead of just giving it as a trailer to the announcement of
Dark Colony and Sabbat ST guide.  I am glad that you are putting
out Dark Colony, and being one of the Bourbon Street droolers, I
was mad that you were putting it out before the NO by Night. (At
least that is how I understood it.)

     I wanted to put down my list of favorite CD's to use during
a vamp game.  I have found all of these to have a great
background effect for the games.

1)   Soundtrack to Aliens 3.  This is a quick cue to all of my
     players the some Garou are entering the scene. It is one of
     the most eerie CD's I have ever heard and I HIGHLY recommend
     it.
2)   Soundtrack to The Hunger. The eerie background music mixed
     in with the classical music makes a great background sound
     for any vamp game.
3)   Joy Division-> Unknown Pleasures.  At the recommendation of
     the ST's guide,  I bought this CD. It is a very dark and
     down trodden CD. A must.
4)   Faith No More-> The Real Thing. Every song on this CD fits
     the WoD. If you have it, read the lyrics to all the songs.
     They all could be talking about vampirism. This CD works
     well when the characters go into some of the Urban Brawl
     scenes and into some of the heavier clubs.
5)   Holst->The Planets. The eeriness of all of these songs will
     freak most players.
6)   Orff-> Carmina Burana. The chanting and singing in this
     works great for all meetings of a chantry, or especially
     when the players wander onto the Sabbat and their rituals.
7)   Best of the Talking Heads. Malkavians. 'Nuff Said.
8)   Monty Python -> The Final Rip Off. See above.
9)   Red Hot Chili Peppers -> Blood Sugar Sex Magic. Start
     playing this when the players get into any urban dirty
     area(with anarchs, sabbat, whatever.)

<Lost the header to this one.  Sigh.  Dunno who wrote it.>

Other music we've used around here:
     Peter Gabriel's _Passion_, the soundtrack for _The Last
     Temptation of Christ_: good dark stuff, almost completely
     instrumental, except for some vocalizing (I wouldn't really
     call it *singing*...)
     Skinny Puppy's _Too Dark Park_:  more on the alternative
     side, second (?) track was our chase scene theme when we
     were playing Nightlife ;)
T2 soundtrack

Message 91/187  From Eric Michael Jumper             Nov 2, 93
Date: Tue, 2 Nov 93 08:07:45 -0800
Comment: Discussion of the White Wolf World of Darkness
Originator: [vampire l] at [wizards.com]
To: Multiple recipients of list <[vampire l] at [wizards.com]>
Subject: Music

Hey All you lovers and haters of music:

this is eric:

For werewolf games involving the weaver, Kronos Quartet (Sp?) is
really great (Hell, they're really great for many other things
too).  If you want a *True* horror sound trak, Diamanda Galas'
(Sp?) Plague Mass is not to be believed.  I also like Ozzy's
Ironman for no particular reason.  (Beavis and Butthead in
chorus:  Buh Duh Duhduhduh, badadadadada da duh)  If you got that
one, you really watch too much Beavis and Butthead.  Finally,
you need some happy, spoodgy, froofy music for intro's, caern
scenes etc.  It ain't all Iron Maiden and Alice in Chains.
(which are great too)

eric
still reeling from the Diamanda Galas concert  *shudder*

Message 62/187  From Tom Granvold                    Nov 2, 93
Date: Tue, 2 Nov 93 09:20:55 -0800
Comment: Discussion of the White Wolf World of Darkness
Originator: [vampire l] at [wizards.com]
To: Multiple recipients of list <[vampire l] at [wizards.com]>
Subject: Re: Music

Eric wrote:

>For werewolf games involving the weaver, Kronos Quartet (Sp?) is
>really great (Hell, they're really great for many other things
>too).

    At least somebody else knows about the Kronsos Quartet, yes
that is spelled correctly.  To be more specific, I recommend the
following: "Salome: Dances for Peace" by Terry Riley, "Pieces of
Africa", and another recording of Terry Riley's which I can't
remember its name (on of the pieces on it is something like
Midnight Ride of the Dream Catcher).

    Also, to really add to those really depressing moments in the
game, say when the vampire character goes into rage and kills
someone he still cares about, try "Dark Angels" again performed
by the Kronos Quartet.

Enough for now,
Tom Granvold

[t--m] at [clipper.ingr.com]

Message 97/159  From [S--LZ--R] at [uwplatt.edu]              Nov 2, 93
Date: Tue, 2 Nov 93 23:16:38 -0800
Comment: Discussion of the White Wolf World of Darkness
Originator: [vampire l] at [wizards.com]
To: Multiple recipients of list <[vampire l] at [wizards.com]>
Subject: Re: music

        I would also recommend Paul Simon's "Rhythm of the
Saints" album for Moots in Werewolf and "Bram Stoker's Dracula
Soundtrack" for Vampire. I especially like A. Lennox's "Love song
for a Vampire".

D Lucas

Quote--"So I drink blood from time to time. We all have our
little quirks don't we." (player to npc)


Message 46/159  From Andrew Philip Fabbro            Nov 3, 93
Date: Wed, 3 Nov 93 09:58:17 -0800
Comment: Discussion of the White Wolf World of Darkness
Originator: [vampire l] at [wizards.com]
To: Multiple recipients of list <[vampire l] at [wizards.com]>
Subject: Music

I read some upstream music suggestions and thought I'd throw in a
few of my own...

Tom Waits, _The Bone Machine_ (several songs..."Black Wings" is
 practically written with V:tM in mind)... Rain Dogs also has its
        Gothic moments Carl Orff, _Carmina Burana_...pretty
high-powered choral work-- a 20th-century composition using the
text of depraved medieval monks (really)

Rachmaninoff, _Vespers_

most any Gregorian chant...for those mausoleum scenes...

parts of Pink Floyd's _Meddle_, esp the first track

...and I think _Night on Bald Mountain_ goes without
saying...there's a delightful record that came out back in the
60s called "The Devil in Stereo Hi-Fi".  Alas, I seem to have
lost my copy, but NOBM led off and it get grimmer from there...;)


Message 25/159  From James A Estes                   Nov 3, 93
Date: Wed, 3 Nov 93 12:49:03 -0800
Comment: Discussion of the White Wolf World of Darkness
To: Multiple recipients of list <[vampire l] at [wizards.com]>
Subject: Re: Music

> Carl Orff, _Carmina Burana_...pretty high-powered choral work--
>a 20th-century composition using the text of depraved medieval
>monks (really)

        Don't forget the techno remix of this piece, by
Apotheosis.  Is it Gothic or is it Punk?  Its both!

Pax

JAE

Message 29/111  From The LITTLE man FROM another PLACE Nov 5, 93
Date:     Fri, 5 Nov 93 19:24:19 GMT
To: Deird'Re Brooks <[d--r--e] at [efn.org]>
Subject:  Music...

        Ok, here it goes...(bloody tt):

        For the calm before the storm:

* Dead Can Dance: all albums. Eerie stuff
* And also the tree: all, cold wave.
* Any Oldfield.
* The Prisoner sound track.
* Twin Peaks sound track.
* Dune sound track.

        For the storm:

* UB92 (I think, can't bloody remember their name) Das Boot,
excellent techno/das boot mixing. (BTW das boot is an old TV
serial
about a german U-Boot during the WWI. Very good)
* Metallica. Last album.
* Megadeth.
* Every new dead ghost.

        For both (depending on tracks):

* ALL the Danny Elfman!
* Any horror/fantastic film soundtrack.

        And of course: The little mermaid soundtrack (any
Malkavian meeting)/Remixed with acid jazz............(No I A mNoT
M aD!"#$%%^&^&**).

Date: Sun, 24 Oct 1993 19:33:14 +1000 (EST)
From: [int 907 a] at [lindblat.cc.monash.edu.au] (Sean O'Connell)
Subject: musicing

        To add to the list, some dark/goth music....

Concrete Blond: a much-mentioned group with Vampires
     - Blood letting - great!
     - Walking in London.
          (where's the bloody case, ah here tis)
          The title, track, 'Walking in London' captures the idea
     of a Blood Bond beautifully... just the entire tone of the
     song.
          'City screaming', 'Why don't you see me', and perhaps
     'Someday' make for good vamp-stuff too... quiet, but eery.

Shakespeare's Sister (their spelling): Sacred heart
          Has some cool goth tracks, esp. Run Silent , although
     at times is a bit 'boppy' to be good for bground music....

Blade Runner Soundtrack: no more to be said, although I would
remove track 3 for b/ground music :) (vocals ;)

          Maybe Hunters&Collectors and Black Sorrows, but only
     certain selected songs...

's all that comes to mind :)

Sean

Xb.  Idea Sources
-----------------
Message 132/159  From The Deranged Priest              Nov 2, 93
Date: Tue, 02 Nov 1993 09:59:39 CST
To: [d--r--e] at [efn.org]
Subject: Re: Should work this time...

     Well, here's what I know just offhand.  If the idea still
appeals after this, the net will probably divulge other sources
as well.

     The Serpent and the Rainbow_ (can't remember the author's
name) Book is available (and I don't have it, otherwise I'd add
author, publisher, and ISBN...) as well as the movie version. The
movie is available on video.  If you're going to run a Haiti
chronicle, this is the thing to hunt down.  Probably good for
general inspiration on Voudoun-type stuff.

     "In Search Of..." A 1970's era TV series narrated by Leonard
Nimoy. When not looking for things like Vincent Van Gogh's life
and the Lindbergh baby, it gets into neat mystical stuff that is
*very* informative.  These give good background for World of
Darkness type subjects.  It is currently running in hour-long
blocks (two episodes) on Arts and Entertainment (cable)
Monday-Friday at 8:00 AM and 7:00 PM Eastern time.  I think
there's a weekend show too but I don't remember offhand.

     Also, Ted Turner seems to have rights to several movies from
the seventies dealing in "paranormal" phenomena and shows them on
either TBS or TNT occasionally.

     In the realm of fiction, there's "The X Files" also on Fox,
9:00 PM Eastern Fridays.  I haven't actually seen it, but have
heard so much about it...  It works from the perspective of the
FBI, so it might contain inspiration for a Hunter chronicle,
among other things.  If I recall correctly, this is doing pretty
well in the ratings, and may stick around for at least a couple
of years, keeping in mind that this kind of thing usually dies a
quick death on TV.
     With the postings of the statistics of Mulder and Scully
recently, it seems that this series fits in quite well.

The Crow (James O'Barr)

     Comic book or movie, this one is very dark, almost to the
level of Kult in the brief touch Beyond.  Very fitting for
atmosphere.  The soundtrack has some excellent music for
background.

The Books of Magic (DC Comics)

     This tale of the Awakening and Initiation is very much in
the style of the World of Darkness.  Tim Hunter obviously has a
high Destiny and strong Avatar from the discussions of the
Trenchcoat Brigade.